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WebGLRenderer.js
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WebGLRenderer.js
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/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
PIXI.glContexts = []; // this is where we store the webGL contexts for easy access.
PIXI.instances = [];
PIXI._enableMultiTextureToggle = false;
/**
* The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderer
* should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.
* So no need for Sprite Batches or Sprite Clouds.
* Don't forget to add the view to your DOM or you will not see anything :)
*
* @class PIXI.WebGLRenderer
* @constructor
* @param game {Phaser.Game} A reference to the Phaser Game instance
*/
PIXI.WebGLRenderer = function(game) {
/**
* @property {Phaser.Game} game - A reference to the Phaser Game instance.
*/
this.game = game;
if (!PIXI.defaultRenderer)
{
PIXI.defaultRenderer = this;
}
this.extensions = {};
/**
* @property type
* @type Number
*/
this.type = Phaser.WEBGL;
/**
* The resolution of the renderer
*
* @property resolution
* @type Number
* @default 1
*/
this.resolution = game.resolution;
/**
* Whether the render view is transparent
*
* @property transparent
* @type Boolean
*/
this.transparent = game.transparent;
/**
* Whether the render view should be resized automatically
*
* @property autoResize
* @type Boolean
*/
this.autoResize = false;
/**
* The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
*
* @property preserveDrawingBuffer
* @type Boolean
*/
this.preserveDrawingBuffer = game.preserveDrawingBuffer;
/**
* This sets if the WebGLRenderer will clear the context texture or not before the new render pass. If true:
* If the Stage is NOT transparent, Pixi will clear to alpha (0, 0, 0, 0).
* If the Stage is transparent, Pixi will clear to the target Stage's background color.
* Disable this by setting this to false. For example: if your game has a canvas filling background image, you often don't need this set.
*
* @property clearBeforeRender
* @type Boolean
* @default
*/
this.clearBeforeRender = game.clearBeforeRender;
/**
* The width of the canvas view
*
* @property width
* @type Number
*/
this.width = game.width;
/**
* The height of the canvas view
*
* @property height
* @type Number
*/
this.height = game.height;
/**
* The canvas element that everything is drawn to
*
* @property view
* @type HTMLCanvasElement
*/
this.view = game.canvas;
/**
* @property _contextOptions
* @type Object
* @private
*/
this._contextOptions = {
alpha: this.transparent,
antialias: game.antialias,
premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',
stencil: true,
preserveDrawingBuffer: this.preserveDrawingBuffer
};
/**
* @property projection
* @type Point
*/
this.projection = new PIXI.Point();
/**
* @property offset
* @type Point
*/
this.offset = new PIXI.Point();
// time to create the render managers! each one focuses on managing a state in webGL
/**
* Deals with managing the shader programs and their attribs
* @property shaderManager
* @type WebGLShaderManager
*/
this.shaderManager = new PIXI.WebGLShaderManager();
/**
* Manages the rendering of sprites
* @property spriteBatch
* @type WebGLSpriteBatch
*/
this.spriteBatch = new PIXI.WebGLSpriteBatch(game);
/**
* Manages the masks using the stencil buffer
* @property maskManager
* @type WebGLMaskManager
*/
this.maskManager = new PIXI.WebGLMaskManager();
/**
* Manages the filters
* @property filterManager
* @type WebGLFilterManager
*/
this.filterManager = new PIXI.WebGLFilterManager();
/**
* Manages the stencil buffer
* @property stencilManager
* @type WebGLStencilManager
*/
this.stencilManager = new PIXI.WebGLStencilManager();
/**
* Manages the blendModes
* @property blendModeManager
* @type WebGLBlendModeManager
*/
this.blendModeManager = new PIXI.WebGLBlendModeManager();
/**
* @property renderSession
* @type Object
*/
this.renderSession = {};
/**
* @property currentBatchedTextures
* @type Array
*/
this.currentBatchedTextures = [];
// Needed?
this.renderSession.game = this.game;
this.renderSession.gl = this.gl;
this.renderSession.drawCount = 0;
this.renderSession.shaderManager = this.shaderManager;
this.renderSession.maskManager = this.maskManager;
this.renderSession.filterManager = this.filterManager;
this.renderSession.blendModeManager = this.blendModeManager;
this.renderSession.spriteBatch = this.spriteBatch;
this.renderSession.stencilManager = this.stencilManager;
this.renderSession.renderer = this;
this.renderSession.resolution = this.resolution;
this.renderSession.roundPixels = false;
this.renderSession.maxTextureAvailableSpace = null; // filled in setTexturePriority()
// time init the context..
this.initContext();
// map some webGL blend modes..
this.mapBlendModes();
};
// constructor
PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer;
/**
* @method PIXI.WebGLRenderer#initContext
*/
PIXI.WebGLRenderer.prototype.initContext = function()
{
var gl = this.view.getContext('webgl', this._contextOptions) || this.view.getContext('experimental-webgl', this._contextOptions);
this.gl = gl;
if (!gl) {
// fail, not able to get a context
throw new Error('This browser does not support webGL. Try using the canvas renderer');
}
this.maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
this.maxTextureSize = this.gl.getParameter(gl.MAX_TEXTURE_SIZE);
this.glContextId = gl.id = PIXI.WebGLRenderer.glContextId++;
PIXI.glContexts[this.glContextId] = gl;
PIXI.instances[this.glContextId] = this;
// set up the default pixi settings..
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
gl.enable(gl.BLEND);
// need to set the context for all the managers...
this.shaderManager.setContext(gl);
this.spriteBatch.setContext(gl);
this.maskManager.setContext(gl);
this.filterManager.setContext(gl);
this.blendModeManager.setContext(gl);
this.stencilManager.setContext(gl);
this.renderSession.gl = this.gl;
// now resize and we are good to go!
this.resize(this.width, this.height);
// Load WebGL extension
this.extensions.compression = {};
var etc1 = gl.getExtension('WEBGL_compressed_texture_etc1') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
var pvrtc = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
var s3tc = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
if (etc1) { this.extensions.compression.ETC1 = etc1; }
if (pvrtc) { this.extensions.compression.PVRTC = pvrtc; }
if (s3tc) { this.extensions.compression.S3TC = s3tc; }
};
/**
* If Multi Texture support has been enabled, then calling this method will enable batching on the given
* textures. The texture collection is an array of keys, that map to Phaser.Cache image entries.
*
* The number of textures that can be batched is dependent on hardware. If you provide more textures
* than can be batched by the GPU, then only those at the start of the array will be used. Generally
* you shouldn't provide more than 16 textures to this method. You can check the hardware limit via the
* `maxTextures` property.
*
* You can also check the property `currentBatchedTextures` at any time, to see which textures are currently
* being batched.
*
* To stop all textures from being batched, call this method again with an empty array.
*
* To change the textures being batched, call this method with a new array of image keys. The old ones
* will all be purged out and no-longer batched, and the new ones enabled.
*
* Note: Throws a warning if you haven't enabled Multiple Texture batching support in the Phaser Game config.
*
* @method PIXI.WebGLRenderer#setTexturePriority
* @param textureNameCollection {Array} An Array of Texture Cache keys to use for multi-texture batching.
* @return {Array} An array containing the texture keys that were enabled for batching.
*/
PIXI.WebGLRenderer.prototype.setTexturePriority = function (textureNameCollection) {
if (!PIXI._enableMultiTextureToggle)
{
console.warn('setTexturePriority error: Multi Texture support hasn\'t been enabled in the Phaser Game Config.');
return;
}
var clampPot = function (potSize) {
--potSize;
potSize |= potSize >> 1;
potSize |= potSize >> 2;
potSize |= potSize >> 4;
potSize |= potSize >> 8;
potSize |= potSize >> 16;
return ++potSize;
};
var gl = this.gl;
var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
var maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
var imageCache = this.game.cache._cache.image;
var imageName = null;
// Clear out all previously batched textures and reset their flags.
// If the array has been modified, then the developer will have to
// deal with that in their own way.
for (var i = 0; i < this.currentBatchedTextures.length; i++)
{
imageName = this.currentBatchedTextures[i];
if (!(imageName in imageCache))
{
console.warn('setTexturePriority: There is no image "%s" in the image cache.', imageName);
continue;
}
imageCache[imageName].base.textureIndex = 0;
}
var maxTextureAvailableSpace = (maxTextureSize) - clampPot(Math.max(this.width, this.height));
this.currentBatchedTextures.length = 0;
// We start from 1 because framebuffer texture uses unit 0.
for (var j = 0; j < textureNameCollection.length; ++j)
{
imageName = textureNameCollection[j];
if (!(imageName in imageCache))
{
console.warn('setTexturePriority: There is no image "%s" in the image cache.', imageName);
continue;
}
// Unit 0 is reserved for Pixi's framebuffer
var base = imageCache[imageName].base;
maxTextureAvailableSpace -= clampPot(Math.max(base.width, base.height));
if (maxTextureAvailableSpace <= 0) {
base.textureIndex = 0;
console.warn('setTexturePriority: Image "%s" was given textureIndex=0 because there is no available texture space (%s).',
imageName, maxTextureAvailableSpace);
} else {
base.textureIndex = (1 + (j % (maxTextures - 1)));
}
this.currentBatchedTextures.push(imageName);
}
this.renderSession.maxTextureAvailableSpace = maxTextureAvailableSpace;
return this.currentBatchedTextures;
};
/**
* Renders the stage to its webGL view
*
* @method PIXI.WebGLRenderer#render
* @param stage {Stage} the Stage element to be rendered
*/
PIXI.WebGLRenderer.prototype.render = function(stage)
{
// no point rendering if our context has been blown up!
if (this.contextLost)
{
return;
}
var gl = this.gl;
// -- Does this need to be set every frame? -- //
gl.viewport(0, 0, this.width, this.height);
// make sure we are bound to the main frame buffer
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
if (this.game.clearBeforeRender)
{
gl.clearColor(stage._bgColor.r, stage._bgColor.g, stage._bgColor.b, stage._bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
}
this.offset.x = this.game.camera._shake.x;
this.offset.y = this.game.camera._shake.y;
this.renderDisplayObject(stage, this.projection);
};
/**
* Renders a Display Object.
*
* @method PIXI.WebGLRenderer#renderDisplayObject
* @param displayObject {DisplayObject} The DisplayObject to render
* @param projection {Point} The projection
* @param buffer {Array} a standard WebGL buffer
*/
PIXI.WebGLRenderer.prototype.renderDisplayObject = function(displayObject, projection, buffer, matrix)
{
this.renderSession.blendModeManager.setBlendMode(PIXI.blendModes.NORMAL);
// reset the render session data..
this.renderSession.drawCount = 0;
// make sure to flip the Y if using a render texture..
this.renderSession.flipY = buffer ? -1 : 1;
// set the default projection
this.renderSession.projection = projection;
//set the default offset
this.renderSession.offset = this.offset;
// start the sprite batch
this.spriteBatch.begin(this.renderSession);
// start the filter manager
this.filterManager.begin(this.renderSession, buffer);
// render the scene!
displayObject._renderWebGL(this.renderSession, matrix);
// finish the sprite batch
this.spriteBatch.end();
};
/**
* Resizes the webGL view to the specified width and height.
*
* @method PIXI.WebGLRenderer#resize
* @param width {Number} the new width of the webGL view
* @param height {Number} the new height of the webGL view
*/
PIXI.WebGLRenderer.prototype.resize = function(width, height)
{
this.width = width * this.resolution;
this.height = height * this.resolution;
this.view.width = this.width;
this.view.height = this.height;
if (this.autoResize) {
this.view.style.width = this.width / this.resolution + 'px';
this.view.style.height = this.height / this.resolution + 'px';
}
this.gl.viewport(0, 0, this.width, this.height);
this.projection.x = this.width / 2 / this.resolution;
this.projection.y = -this.height / 2 / this.resolution;
};
/**
* Updates and creates a WebGL compressed texture for the renderers context.
*
* @method PIXI.WebGLRenderer#updateCompressedTexture
* @param texture {Texture} the texture to update
* @return {boolean} True if the texture was successfully bound, otherwise false.
*/
PIXI.WebGLRenderer.prototype.updateCompressedTexture = function (texture) {
if (!texture.hasLoaded)
{
return false;
}
var gl = this.gl;
var textureMetaData = texture.source;
if (!texture._glTextures[gl.id])
{
texture._glTextures[gl.id] = gl.createTexture();
}
gl.activeTexture(gl.TEXTURE0 + texture.textureIndex);
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
gl.compressedTexImage2D(
gl.TEXTURE_2D,
0,
textureMetaData.glExtensionFormat,
textureMetaData.width,
textureMetaData.height,
0,
textureMetaData.textureData
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
if (texture.mipmap && Phaser.Math.isPowerOfTwo(texture.width, texture.height))
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
}
else
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
}
if (!texture._powerOf2)
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
else
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
}
texture._dirty[gl.id] = false;
return true;
};
/**
* Updates and Creates a WebGL texture for the renderers context.
*
* @method PIXI.WebGLRenderer#updateTexture
* @param texture {Texture} the texture to update
* @return {boolean} True if the texture was successfully bound, otherwise false.
*/
PIXI.WebGLRenderer.prototype.updateTexture = function(texture)
{
if (!texture.hasLoaded)
{
return false;
}
if (texture.source.compressionAlgorithm) {
return this.updateCompressedTexture(texture);
}
var gl = this.gl;
if (!texture._glTextures[gl.id])
{
texture._glTextures[gl.id] = gl.createTexture();
}
gl.activeTexture(gl.TEXTURE0 + texture.textureIndex);
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultipliedAlpha);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
if (texture.mipmap && Phaser.Math.isPowerOfTwo(texture.width, texture.height))
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
}
else
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
}
if (!texture._powerOf2)
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
else
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
}
texture._dirty[gl.id] = false;
// return texture._glTextures[gl.id];
return true;
};
/**
* Removes everything from the renderer (event listeners, spritebatch, etc...)
*
* @method PIXI.WebGLRenderer#destroy
*/
PIXI.WebGLRenderer.prototype.destroy = function()
{
PIXI.glContexts[this.glContextId] = null;
this.projection = null;
this.offset = null;
this.shaderManager.destroy();
this.spriteBatch.destroy();
this.maskManager.destroy();
this.filterManager.destroy();
this.shaderManager = null;
this.spriteBatch = null;
this.maskManager = null;
this.filterManager = null;
this.gl = null;
this.renderSession = null;
Phaser.CanvasPool.remove(this);
PIXI.instances[this.glContextId] = null;
PIXI.WebGLRenderer.glContextId--;
};
/**
* Maps Pixi blend modes to WebGL blend modes.
*
* @method PIXI.WebGLRenderer#mapBlendModes
*/
PIXI.WebGLRenderer.prototype.mapBlendModes = function()
{
var gl = this.gl;
if (!PIXI.blendModesWebGL)
{
var b = [];
var modes = PIXI.blendModes;
b[modes.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.ADD] = [gl.SRC_ALPHA, gl.DST_ALPHA];
b[modes.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA];
b[modes.SCREEN] = [gl.SRC_ALPHA, gl.ONE];
b[modes.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
b[modes.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];
PIXI.blendModesWebGL = b;
}
};
PIXI.WebGLRenderer.prototype.getMaxTextureUnit = function() {
var gl = this.gl;
return gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
};
PIXI.enableMultiTexture = function() {
PIXI._enableMultiTextureToggle = true;
};
PIXI.WebGLRenderer.glContextId = 0;
PIXI.WebGLRenderer.textureArray = [];